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1. ae library
2. pull herb room to library ae them,
3. get levitate/DMF
4. move into herby
5. pull king, ae/tank king + adds
6. move into king room (stand in kings pit otherwise you risk getting gfluxed back up
into herby and pulling a rather nasty & large unexpected train).
7. prepare for queen, kill any repops in king room/corridor.
8. move into queen room hallway, put casters just inside the door with LoS to queen, get
enchanters to target a guard each
9. Melee bum rush the queen, nuke at 80% - enchanters mez guards.
10. Kill guards
11. This is where the real fun starts, you now have an hour maybe 1:30 to pull nice trains
and have some AE fun.
12. Keep king timed, pull king room repops just before king pops and AE them
13. Pull king solo + kill
14. 5 mins before next queen pop go to step 8.
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Fungus Groove
When pulling, there is absolutely nothing to avoid except for the cavern lotus'. They nuke and
summon you, which can be a pain. They are usually on the zone wall so they are not that bad.
Pull mutant dregs, shadel bandits, and any mushrooms too and back from the path to those to
mobs. I am not sure about hp, but with three wizards, you are able to kill everything quite
easily w/o running oom. The best camping spot is at pos 800 pos 800. Very nice spot, no
roamers, and you don't get knocked up against a wall.
The best group is a cleric, two enchanters (one 60), and three wizards. One of the wizards can
be traded for a magician, but you really need two minimum to be successful. Since they
patched the zone however, the shrooms hit really hard and their resists have been raised as
well
Plane of Fear
A little hard but doable, usually two groups but I heard it is possible with one as well if you
got a nice bunch of level 60 people. If things go perfect you got the plane cleared in two hours
except for Golems, Cazic and Dracho.
2.1.10. LDoN Groups
The Lost Dungeons of Norrath expansion introduced a new way to group: adventures
- instanced dungeons where your group goes in to fulfil a certain mission. Bards are probably
the single most useful class when it comes to LDoN. As a bard, you can get your group to the
dungeon entrance quickly with Selo s. Once inside, you can disarm traps, pick mechanical
locks on chests, pull for your group, mez adds, haste, mana regen, and just about anything
else. Even better, there are some very nice pieces of equipment that you can acquire as a bard
by doing enough LDoN adventures. By winning adventures, you will accumulate points you
can use to buy items in the adventure camps, which are located in North Ro, South Ro, East
Commonlands, Everfrost, and Butcherblock.
Getting started in LDoN:
You can only start doing LDoN adventures when you are lvl 20 or above. When
you re high enough in level, go to your hometown (the one you started in). A message should
appear on your screen in yellow text. It will be a telepathic message from a member of the
Wayfarer s Brotherhood asking you to join them. There will also be a description of where in
the town the person is. Find him (you can use the lvl 30 Track skill to help if you re high
enough) and hail him. Go through the dialogue, and eventually you will be told to seek out
the leader of one of the five adventure camps.
Travel to the Wayfarer s Brotherhood camp in any of the five zones mentioned above.
Once there, you must hail the leader of the camp so that he or she can test you to become a
Wayfarer. The leader of the camp usually stands near the middle of the camp and does not
have any special labels beneath his/her name. For example, Vual Stoutest is the leader of the
BB Camp, and Barstre Songweaver is the leader of the EC camp.
Follow the hail dialog. The leader of the camp will ask you some questions. In case
you forgot the answers (which the person in your hometown told you), they are Adventures,
Farstone Magic, Morden Rasp, and Favor Journal. After answering the questions, you
receive the Adventurer s Stone and are now a member of the Wayfarer s Brotherhood.
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Forming an adventure group:
What classes you will want to include in an adventure group depends largely on the
dungeon theme (see below) and on what classes are available. At lower levels, you ll just
have to use what you can find, which tends to be okay anyway since the low level adventures
usually aren t too hard. At higher levels, you ll want to have a solid tank and at least one
good healer, filling in the other slots with yourself and damage-dealing classes. For any level,
these dungeons were designed with a six-person group in mind, so try to avoid going in with
less than that unless you re sure you can handle it.
If you don t feel like forming the group but still want in on one, just turn on LFG at an
LDoN camp. Good LDoN group leaders keep an eye out for bards, so chances are good that
you won t be waiting long, though at low levels there may not be any groups forming for
LDoN at all.
Getting the adventure:
If you re the leader of your adventure group, right click on an Adventure Recruiter
NPC to request an adventure. You can select from two difficulty levels. In Normal Risk
adventures, nearly all the mobs will con blue to everyone in the group. In High Risk, the
mobs may con anywhere from blue to yellow and are much stronger. High Risk adventures
give roughly twice the adventure points that Normal Risk adventures give. The number of
adventure points you gain from any adventure tends to increase as you level. (Note: you
cannot request an adventure at all unless you are in a group with at least two other players).
The following are the possible adventure types the recruiter may give you:
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